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Suggested quality of life improvements to Xenoarcheology


niennab

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Posted (edited)

I've recently begun playing Xenoarcheology and I wanted to detail a few lists of suggestions I had in regards to playing the department. Personally, Xenoarcheology feels like a role that is using mechanics that either no longer fit or have yet to be adapted for a high role-play environment. As if the role made sense in the past but hasn't seen further development. I could be wrong however! Nevertheless.

 

Artifact distance from station.
I want to suggest that we reduce the maximum range for how far an artifact can spawn. Anything that has a 170+ radius when using the Alden Saraspova Counter can often take a lot of time to get to, let alone find. Even worse if it spawns at the south eastern quadrant of medical's sub-levels, requiring me to choose what side of the station I want to agonizingly walk around. At times, I have had to find the artifact site only head back for a new battery on my suit cooler and then go back to dig up the artifact. Worse yet, I am someone who tends to have lag.

Since the role is already relatively withdrawn, being in Science's sub-levels, I wanted to suggest that artifacts have a maximum radius of 70. I am tempted to request even lower. That way, especially when an anomaly is brought in, I am either able to more quickly invite Science down or, if it's deemed safe, move it to the library, should the right roles be available that shift.


Alden Saraspova Counter functions differently.
I think the Alden Saraspova Counter should be made to act more akin to the mineral locators or the locator device in the lockers. Where, instead of following the radius, we are given an arrow.

I believe this will make finding the artifacts easier and potentially allow the player to return to station sooner, and thusly be able to engage with the crew sooner. I understand this could make for an awkward situation though if it were to look like the locator, a device that I use. If this suggestion cannot be implemented, I understand.

This could also allow the sprite to be changed, given that it's presently a flasher attached to something, whereas the in hand graphic is a desk lamp, of all things.

690831767_Screenshot2020-04-0915_17_16.png.d1f48b20bf072bd8f92dec61a469f386.png


A battery charger inside of Xenoarcheology.
Currently there is a battery charger outside of Xenoarcheology. Which means if I want to charge the battery on my suit-cooler, I need to use a battery to charge a battery. Having a charger somewhere inside would be helpful. Otherwise, I need to move to the main level of Science and as someone who frequently suffers from lag, I'd prefer if I had an easier option.

891648369_Screenshot2020-04-0518_16_30.png.23b5df5a7b57525e8062871bc8d35f23.png


More flavor text.
I am more than willing to help with this suggestion but I honestly wouldn't mind more generic flavour text to more of the artifacts. Sometimes I'll find a fork or a piece of metal rod and there's nothing particular of note other than the name. I think when showing these items to the crew, it'd be more interesting if it said something more. Foreign languages, strange pictures, particular wear and tear, a glowing portion, strange ports, or perhaps the object hums. The possibilities are endless. I could write up a batch, however I am curious how we handle them currently, since I believe it is randomized? 


A nerf to the EMP artifact effect. 
Although I have yet to encounter the EMP effect, I am admittedly afraid. I think the artifact should, at the very least, not one tap kill a synthetic but I admittedly do not know how strong they are. This is only based on stories I've heard.


The Xenoarcheologist's tool-belt comes with the tools already in it. (Excavation Gear-Belt)

As the screenshot demonstrates below, it would make my life easier if the tool-belts in the lockers came as demonstrated below. The order does not matter. I usually keep the tracker on my person, in my satchel, and the tracker left behind in case of emergency.

1797412162_Screenshot2020-04-0915_14_52.png.8e356e845999a8a580c7c5d6d3c21ae0.png

Fossils, how do?

Are fossils a thing? I've yet to encounter one and there's no information on how to unearth them. However we have a fossil satchel in our lockers. Is the bag meant for rock samples and the smaller artifacts? Help.

Lastly, if you have any Xenoarcheology suggestions, please detail them below! I have only played a few rounds and as such, I may be biased or missing information.

Edited by niennab
Posted

Hello, yes Fossils are a thing but they have no mechanical purpose, so they're p. much just items you can find. There were plant and animal fossils IIRC. The Fossil satchel can be used to hold them just like an extra bag, which can actually save space for you if you take one and dig up a lot of fossils, the problem is that there's no actual purpose behind them aside from RP.

Posted
1 hour ago, niennab said:

A battery charger inside of Xenoarcheology.
Currently there is a battery charger outside of Xenoarcheology. Which means if I want to charge the battery on my suit-cooler, I need to use a battery to charge a battery. Having a charger somewhere inside would be helpful. Otherwise, I need to move to the main level of Science and as someone who frequently suffers from lag, I'd prefer if I had an easier option.

Joshie has a PR up that will add an inside charger.

As for the rest, I know xenoarch has been neglected like the rest of science (Aside from robotics). I'll watch the discussion. Some of these changes are definitely needed and are probably good tweaks for a first project for interested contributors.

Posted

There should be a guaranteed artifact spawn on the Xenoarch zlevel- it is excruciatingly difficult to play when you have to start traversing zlevels. The spacesuit should also not slow you down as much- it makes you as slow as a G1 for absolutely no reason. The emergency softsuits in oxyclosets are almost better than them- but literally every other type of voidsuit is better, why can't they just let you walk at normal speed ffs- or something like 1.8, they're not really armored.

 

The easiest way I can see helping move up equipment would be through the usage of hovermechs, but having to ask for one to be made just for zlevel-travel to not be complete ass sucks the fun away. This just reminds me how annoying Xenoarchaeology is.

Posted (edited)

An additional suggestion that came to me was the simplification of the High Res Radiocarbon Spectrometer. Presently it's a mini-game where you need to match the wavelengths that constantly change, while ensuring coolant is being utilized. And if you're organic, making sure you aren't getting hit with radiation. Personally, for something that otherwise only seems to offer further description of rocks found on site, we could simplify this by pressing a button, starting a scan.

This device, for reference. (I was dumb and put an object in the scanner and not a rock, ignore my dumbness):

Spoiler

1548239437_Screenshot2020-04-0915_44_55.thumb.png.6e1e84b3018b29c95986c1d5f573f97f.png

 

Is there a chance Xenoarcheologists and Anomalists could get access to the library display room? (However, I imagine with the current coding, that means all Scientist roles will get this access.) Or, it would be cool if we had a secured area that we could even safely display artifacts behind a glass partition for the crew to view, regardless of their department.

 

Additionally, I have no way of fully testing this but I have reason to believe some artifacts no longer work but there may be some things additionally missing.

I came across the fossilized plant (spelt fossilised in game) earlier and I was delighted to be able to share it with the Xenobotanist who was online at the time. However, no matter what we did, we were unable to draw any seeds some the fossil. I think it could be cool if we were able to.

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Edited by niennab
added to
Posted

I made a fair few changes to xenoarchaeology for quality of life things (remapping, removal of dud artifacts) etc, but the code is a serious mess. It's old and I could barely understand how it works. It would probably require a skilled coder to make some changes to it, though this is the opinion of someone who is entirely unfamiliar with BYOND code.

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